3 ms·
No discussion of A* etc is complete without a link to red blob games' interactive pages: https://www.redblobgames.com/pathfinding/a-star/introduction.html https
by mysterydip 6y ago
No discussion of A* etc is complete without a link to red blob games' interactive pages: https://www.redblobgames.com/pathfinding/a-star/introduction.html https://www.redblobgames.com/pathfinding/a-star/introduction...
- psyc 6y agoThat was also my introduction to A*. Say, does anyone have insights into optimizing path finding for speed, as the map gets larger and number of entities increases?
- Vvector 6y agoOne method is to preprocess the map, which then can greatly increase the accuracy of the A* heuristic. https://www.redblobgames.com/pathfinding/l1-clarkson/ https://www.redblobgames.com/pathfinding/l1-clarkson/
- mysterydip 6y agoI would think you could do a scaling of sorts, like if your map was 100x100 you could reduce it to 10x10 with "clear", "fully blocked", and "partially blocked" based on the contents, and work a general path at that meta level first, then focus on each grid map at the full scale to navigate around local obstacles. You could do multiple scales depending on your needs and where the terrain makes sense to categorize most into clear or blocked.